Wan2.1/shared/utils/notification_sound.py
2025-08-21 00:48:29 +02:00

235 lines
7.0 KiB
Python

"""Add commentMore actions
Notification sounds for Wan2GP video generation application
Pure Python audio notification system with multiple backend support
"""
import os
import sys
import threading
import time
import numpy as np
os.environ["PYGAME_HIDE_SUPPORT_PROMPT"] = "1"
_cached_waveforms = {}
_sample_rate = 44100
_mixer_initialized = False
_mixer_lock = threading.Lock()
def _generate_notification_beep(volume=50, sample_rate=_sample_rate):
"""Generate pleasant C major chord notification sound"""
if volume == 0:
return np.array([])
volume = max(0, min(100, volume))
# Volume curve mapping
if volume <= 25:
volume_mapped = (volume / 25.0) * 0.5
elif volume <= 50:
volume_mapped = 0.5 + ((volume - 25) / 25.0) * 0.25
elif volume <= 75:
volume_mapped = 0.75 + ((volume - 50) / 25.0) * 0.25
else:
volume_mapped = 1.0 + ((volume - 75) / 25.0) * 0.05
volume = volume_mapped
# C major chord frequencies
freq_c, freq_e, freq_g = 261.63, 329.63, 392.00
duration = 0.8
t = np.linspace(0, duration, int(sample_rate * duration), False)
# Generate chord components
wave = (
np.sin(freq_c * 2 * np.pi * t) * 0.4
+ np.sin(freq_e * 2 * np.pi * t) * 0.3
+ np.sin(freq_g * 2 * np.pi * t) * 0.2
)
# Normalize
max_amplitude = np.max(np.abs(wave))
if max_amplitude > 0:
wave = wave / max_amplitude * 0.8
# ADSR envelope
def apply_adsr_envelope(wave_data):
length = len(wave_data)
attack_time = int(0.2 * length)
decay_time = int(0.1 * length)
release_time = int(0.5 * length)
envelope = np.ones(length)
if attack_time > 0:
envelope[:attack_time] = np.power(np.linspace(0, 1, attack_time), 3)
if decay_time > 0:
start_idx, end_idx = attack_time, attack_time + decay_time
envelope[start_idx:end_idx] = np.linspace(1, 0.85, decay_time)
if release_time > 0:
start_idx = length - release_time
envelope[start_idx:] = 0.85 * np.exp(-4 * np.linspace(0, 1, release_time))
return wave_data * envelope
wave = apply_adsr_envelope(wave)
# Simple low-pass filter
def simple_lowpass_filter(signal, cutoff_ratio=0.8):
window_size = max(3, int(len(signal) * 0.001))
if window_size % 2 == 0:
window_size += 1
kernel = np.ones(window_size) / window_size
padded = np.pad(signal, window_size // 2, mode="edge")
filtered = np.convolve(padded, kernel, mode="same")
return filtered[window_size // 2 : -window_size // 2]
wave = simple_lowpass_filter(wave)
# Add reverb
if len(wave) > sample_rate // 4:
delay_samples = int(0.12 * sample_rate)
reverb = np.zeros_like(wave)
reverb[delay_samples:] = wave[:-delay_samples] * 0.08
wave = wave + reverb
# Apply volume & final normalize
wave = wave * volume * 0.5
max_amplitude = np.max(np.abs(wave))
if max_amplitude > 0.85:
wave = wave / max_amplitude * 0.85
return wave
def _get_cached_waveform(volume):
"""Return cached waveform for volume"""
if volume not in _cached_waveforms:
_cached_waveforms[volume] = _generate_notification_beep(volume)
return _cached_waveforms[volume]
def play_audio_with_pygame(audio_data, sample_rate=_sample_rate):
"""Play audio with pygame backend"""
global _mixer_initialized
try:
import pygame
with _mixer_lock:
if not _mixer_initialized:
pygame.mixer.pre_init(frequency=sample_rate, size=-16, channels=2, buffer=512)
pygame.mixer.init()
_mixer_initialized = True
mixer_info = pygame.mixer.get_init()
if mixer_info is None or mixer_info[2] != 2:
return False
audio_int16 = (audio_data * 32767).astype(np.int16)
if len(audio_int16.shape) > 1:
audio_int16 = audio_int16.flatten()
stereo_data = np.zeros((len(audio_int16), 2), dtype=np.int16)
stereo_data[:, 0] = audio_int16
stereo_data[:, 1] = audio_int16
sound = pygame.sndarray.make_sound(stereo_data)
pygame.mixer.stop()
sound.play()
duration_ms = int(len(audio_data) / sample_rate * 1000) + 50
pygame.time.wait(duration_ms)
return True
except ImportError:
return False
except Exception as e:
print(f"Pygame error: {e}")
return False
def play_audio_with_sounddevice(audio_data, sample_rate=_sample_rate):
"""Play audio using sounddevice backend"""
try:
import sounddevice as sd
sd.play(audio_data, sample_rate)
sd.wait()
return True
except ImportError:
return False
except Exception as e:
print(f"Sounddevice error: {e}")
return False
def play_audio_with_winsound(audio_data, sample_rate=_sample_rate):
"""Play audio using winsound backend (Windows only)"""
if sys.platform != "win32":
return False
try:
import winsound, wave, tempfile, uuid
temp_dir = tempfile.gettempdir()
temp_filename = os.path.join(temp_dir, f"notification_{uuid.uuid4().hex}.wav")
try:
with wave.open(temp_filename, "w") as wav_file:
wav_file.setnchannels(1)
wav_file.setsampwidth(2)
wav_file.setframerate(sample_rate)
audio_int16 = (audio_data * 32767).astype(np.int16)
wav_file.writeframes(audio_int16.tobytes())
winsound.PlaySound(temp_filename, winsound.SND_FILENAME)
finally:
try:
if os.path.exists(temp_filename):
os.unlink(temp_filename)
except:
pass
return True
except ImportError:
return False
except Exception as e:
print(f"Winsound error: {e}")
return False
def play_notification_sound(volume=50):
"""Play notification sound with specified volume"""
if volume == 0:
return
audio_data = _get_cached_waveform(volume)
if len(audio_data) == 0:
return
audio_backends = [play_audio_with_pygame, play_audio_with_sounddevice, play_audio_with_winsound]
for backend in audio_backends:
try:
if backend(audio_data):
return
except Exception:
continue
print("All audio backends failed, using terminal beep")
print("\a")
def play_notification_async(volume=50):
"""Play notification sound asynchronously (non-blocking)"""
def play_sound():
try:
play_notification_sound(volume)
except Exception as e:
print(f"Error playing notification sound: {e}")
threading.Thread(target=play_sound, daemon=True).start()
def notify_video_completion(video_path=None, volume=50):
"""Notify about completed video generation"""
play_notification_async(volume)
for vol in (25, 50, 75, 100):
_get_cached_waveform(vol)